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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Added import/export functionality.
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parent
2603752cfe
commit
13a448c855
1 changed files with 120 additions and 97 deletions
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@ -1,22 +1,24 @@
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using Rage;
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using SceneManager.Menus;
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using SceneManager.Paths;
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using SceneManager.Utils;
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using SceneManager.Waypoints;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Xml.Serialization;
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namespace SceneManager.Managers
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{
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internal class PathManager
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{
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internal static List<Path> Paths { get; } = new List<Path>(10);
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internal static Paths.Path[] Paths { get; } = new Paths.Path[10];
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internal static Dictionary<string, List<Paths.Path>> ImportedPaths { get; } = new Dictionary<string, List<Paths.Path>>();
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internal static Path ImportPath(Path importedPath)
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internal static Paths.Path ImportPath(Paths.Path importedPath)
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{
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importedPath.State = State.Creating;
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var firstVacantIndex = Paths.IndexOf(Paths.FirstOrDefault(x => x.State == State.Uninitialized)) + 1; // != State.Creating
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var firstVacantIndex = Array.IndexOf(Paths, Paths.First(x => x == null));
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if (firstVacantIndex < 0)
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{
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firstVacantIndex = 0;
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@ -24,10 +26,10 @@ namespace SceneManager.Managers
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var pathNumber = firstVacantIndex + 1;
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importedPath.Number = pathNumber;
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Paths.Insert(firstVacantIndex, importedPath);
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Paths[firstVacantIndex] = importedPath;
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Game.LogTrivial($"Importing path {importedPath.Number} at Paths index {firstVacantIndex}");
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Game.DisplayNotification($"~o~Scene Manager ~y~[Importing]\n~w~Path {importedPath.Number} import started.");
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Game.LogTrivial($"Importing {importedPath.Name} at Paths index {firstVacantIndex}");
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Game.DisplayNotification($"~o~Scene Manager ~y~[Importing]\n~w~Importing path: ~b~{importedPath.Name} ~w~.");
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return importedPath;
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}
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@ -35,8 +37,17 @@ namespace SceneManager.Managers
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internal static void ExportPath()
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{
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var currentPath = Paths[PathMainMenu.EditPath.Index];
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// If the path is in the import menu, autosave with the same name.
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if(ImportPathMenu.Menu.MenuItems.Any(x=> x.Text == currentPath.Name))
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{
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Game.LogTrivial($"Autosaving {currentPath.Name}");
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currentPath.Save();
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}
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else
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{
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// Reference PNWParks's UserInput class from LiveLights
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var filename = UserInput.PromptPlayerForFileName("Type the name you would like to save your file as", "Enter a filename", 100) + ".xml";
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var filename = UserInput.PromptPlayerForFileName("Type the name you would like to save your file as", "Enter a filename", 100);
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// If filename != null or empty, check if export directory exists (GTA V/Plugins/SceneManager/Saved Paths)
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if (string.IsNullOrWhiteSpace(filename))
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@ -45,36 +56,33 @@ namespace SceneManager.Managers
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Game.LogTrivial($"Invalid filename given. Filename cannot be null, empty, or consist of just white spaces.");
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return;
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}
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Game.LogTrivial($"Filename: {filename}");
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currentPath.Save(filename);
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currentPath.Name = filename.Remove(filename.Length - 4);
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Game.LogTrivial($"Path name: {currentPath.Name}");
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Game.LogTrivial($"Exporting path {currentPath.Number}");
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Game.DisplayNotification($"~o~Scene Manager ~y~[Exporting]\n~w~Path {currentPath.Number} exported.");
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Settings.ImportPaths();
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currentPath.Name = filename;
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currentPath.Save();
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}
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PathMainMenu.ImportPath.Enabled = true;
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ImportPathMenu.BuildImportMenu();
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ImportPathMenu.Build();
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PathMainMenu.Build();
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BarrierMenu.Build();
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PathMainMenu.Menu.Visible = true;
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}
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internal static Path InitializeNewPath()
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internal static Paths.Path InitializeNewPath()
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{
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PathCreationMenu.PathCreationState = State.Creating;
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var firstVacantIndex = Paths.IndexOf(Paths.FirstOrDefault(x => x.State != State.Creating)) + 1;
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if(firstVacantIndex < 0)
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{
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firstVacantIndex = 0;
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}
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var pathNumber = firstVacantIndex + 1;
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Paths.Path newPath = new Paths.Path();
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var firstEmptyIndex = Array.IndexOf(Paths, Paths.First(x => x == null));
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Game.LogTrivial($"First empty index: {firstEmptyIndex}");
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Paths[firstEmptyIndex] = newPath;
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newPath.Name = newPath.Number.ToString();
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Path newPath = new Path(pathNumber, State.Creating);
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Paths.Insert(firstVacantIndex, newPath);
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Game.LogTrivial($"Creating path {newPath.Number} at Paths index {firstVacantIndex}");
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Game.DisplayNotification($"~o~Scene Manager ~y~[Creating]\n~w~Path {newPath.Number} started.");
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PathMainMenu.CreateNewPath.Text = $"Continue Creating Path {newPath.Name}";
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Game.LogTrivial($"Creating path {newPath.Name} at Paths[{firstEmptyIndex}]");
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Game.DisplayNotification($"~o~Scene Manager ~y~[Creating]\n~w~Path ~b~{newPath.Name} ~w~started.");
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PathCreationMenu.RemoveLastWaypoint.Enabled = false;
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PathCreationMenu.EndPathCreation.Enabled = false;
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@ -82,46 +90,23 @@ namespace SceneManager.Managers
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return newPath;
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}
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internal static void AddWaypoint(Path currentPath)
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{
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var waypointNumber = currentPath.Waypoints.Count + 1;
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DrivingFlagType drivingFlag = PathCreationMenu.DirectWaypoint.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
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Waypoint newWaypoint;
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if (PathCreationMenu.CollectorWaypoint.Checked)
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{
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newWaypoint = new Waypoint(currentPath, waypointNumber, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(PathCreationMenu.WaypointSpeed.Value), drivingFlag, PathCreationMenu.StopWaypoint.Checked, true, PathCreationMenu.CollectorRadius.Value, PathCreationMenu.SpeedZoneRadius.Value);
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}
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else
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{
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newWaypoint = new Waypoint(currentPath, waypointNumber, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(PathCreationMenu.WaypointSpeed.Value), drivingFlag, PathCreationMenu.StopWaypoint.Checked);
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}
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currentPath.Waypoints.Add(newWaypoint);
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Game.LogTrivial($"Path {currentPath.Number} Waypoint {waypointNumber} added [Driving style: {drivingFlag} | Stop waypoint: {newWaypoint.IsStopWaypoint} | Speed: {newWaypoint.Speed} | Collector: {newWaypoint.IsCollector}]");
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if(currentPath.Waypoints.Count == 1)
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{
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PathMainMenu.CreateNewPath.Text = $"Continue Creating Path {currentPath.Number}";
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}
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}
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internal static void AddNewEditWaypoint(Path currentPath)
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internal static void AddNewEditWaypoint(Paths.Path currentPath)
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{
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DrivingFlagType drivingFlag = EditWaypointMenu.DirectWaypointBehavior.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
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if (EditWaypointMenu.CollectorWaypoint.Checked)
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{
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currentPath.Waypoints.Add(new Waypoint(currentPath, currentPath.Waypoints.Last().Number + 1, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), drivingFlag, EditWaypointMenu.StopWaypointType.Checked, true, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value));
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currentPath.Waypoints.Add(new Waypoint(currentPath, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), drivingFlag, EditWaypointMenu.StopWaypointType.Checked, true, EditWaypointMenu.ChangeCollectorRadius.Value, EditWaypointMenu.ChangeSpeedZoneRadius.Value));
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}
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else
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{
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currentPath.Waypoints.Add(new Waypoint(currentPath, currentPath.Waypoints.Last().Number + 1, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), drivingFlag, EditWaypointMenu.StopWaypointType.Checked));
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currentPath.Waypoints.Add(new Waypoint(currentPath, UserInput.PlayerMousePosition, ConvertDriveSpeedForWaypoint(EditWaypointMenu.ChangeWaypointSpeed.Value), drivingFlag, EditWaypointMenu.StopWaypointType.Checked));
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}
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Game.LogTrivial($"New waypoint (#{currentPath.Waypoints.Last().Number}) added.");
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}
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internal static void UpdateWaypoint()
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{
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//var currentPath = Paths[PathMainMenu.EditPath.Index];
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var currentPath = Paths.FirstOrDefault(x => x.Name == PathMainMenu.EditPath.OptionText);
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var currentWaypoint = currentPath.Waypoints[EditWaypointMenu.EditWaypoint.Index];
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DrivingFlagType drivingFlag = EditWaypointMenu.DirectWaypointBehavior.Checked ? DrivingFlagType.Direct : DrivingFlagType.Normal;
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@ -148,21 +133,14 @@ namespace SceneManager.Managers
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return convertedSpeed;
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}
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internal static void RemoveWaypoint(Path currentPath)
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{
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Waypoint lastWaypoint = currentPath.Waypoints.Last();
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lastWaypoint.Delete();
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currentPath.Waypoints.Remove(lastWaypoint);
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}
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internal static void RemoveEditWaypoint(Path currentPath)
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internal static void RemoveEditWaypoint(Paths.Path currentPath)
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{
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var currentWaypoint = currentPath.Waypoints[EditWaypointMenu.EditWaypoint.Index];
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if (currentPath.Waypoints.Count == 1)
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{
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Game.LogTrivial($"Deleting the last waypoint from the path.");
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currentPath.Delete();
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Paths.Remove(currentPath);
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Paths[Array.IndexOf(Paths, currentPath)] = null;
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PathMainMenu.Build();
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EditWaypointMenu.Menu.Visible = false;
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@ -178,7 +156,7 @@ namespace SceneManager.Managers
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DefaultWaypointToCollector(currentPath);
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}
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private static void DefaultWaypointToCollector(Path currentPath)
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private static void DefaultWaypointToCollector(Paths.Path currentPath)
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{
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if (currentPath.Waypoints.Count == 1)
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{
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@ -192,27 +170,7 @@ namespace SceneManager.Managers
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}
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}
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internal static void EndPath(Path currentPath)
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{
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Game.LogTrivial($"[Path Creation] Path {currentPath.Number} finished with {currentPath.Waypoints.Count} waypoints.");
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Game.DisplayNotification($"~o~Scene Manager ~g~[Success]\n~w~Path {currentPath.Number} complete.");
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currentPath.State = State.Finished;
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currentPath.IsEnabled = true;
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currentPath.Waypoints.ForEach(x => x.EnableBlip());
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GameFiber.StartNew(() => currentPath.LoopForVehiclesToBeDismissed(), "Vehicle Cleanup Loop Fiber");
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GameFiber.StartNew(() => currentPath.LoopWaypointCollection(), "Waypoint Collection Loop Fiber");
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PathMainMenu.CreateNewPath.Text = "Create New Path";
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PathMainMenu.Build();
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PathMainMenu.Menu.Visible = true;
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MainMenu.BuildMainMenu();
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DriverMenu.Build();
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PathCreationMenu.BuildPathCreationMenu();
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BarrierMenu.BuildMenu();
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}
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internal static void TogglePathCreationMenuItems(Path currentPath)
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internal static void TogglePathCreationMenuItems(Paths.Path currentPath)
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{
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if(currentPath.Waypoints.Count == 1)
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{
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@ -228,6 +186,15 @@ namespace SceneManager.Managers
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PathCreationMenu.CollectorWaypoint.Checked = true;
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PathCreationMenu.RemoveLastWaypoint.Enabled = false;
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PathCreationMenu.EndPathCreation.Enabled = false;
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PathCreationMenu.PathName.Enabled = false;
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PathCreationMenu.PathName.Description = "Add your first waypoint to enable this option.";
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currentPath.Delete();
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PathCreationMenu.PathCreationState = State.Uninitialized;
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PathMainMenu.CreateNewPath.Text = "Create New Path";
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PathMainMenu.Build();
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GameFiber.Yield();
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PathCreationMenu.Menu.Visible = true;
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}
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if (PathCreationMenu.CollectorWaypoint.Checked)
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@ -256,25 +223,81 @@ namespace SceneManager.Managers
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internal static void ToggleAllPaths(bool disable)
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{
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var nonNullPaths = Paths.Where(x => x != null).ToList();
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if (disable)
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{
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Paths.ForEach(x => x.DisablePath());
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nonNullPaths.ForEach(x => x.Disable());
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Game.LogTrivial($"All paths disabled.");
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}
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else
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{
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Paths.ForEach(x => x.EnablePath());
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nonNullPaths.ForEach(x => x.Enable());
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Game.LogTrivial($"All paths enabled.");
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}
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}
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internal static void DeleteAllPaths()
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{
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Paths.ForEach(x => x.Delete());
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Paths.Clear();
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for(int i = 0; i < Paths.Length; i++)
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{
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if(Paths[i] != null)
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{
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Paths[i].Delete();
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}
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}
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Array.Clear(Paths, 0, Paths.Length);
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//Paths.Clear();
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Game.LogTrivial($"All paths deleted");
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Game.DisplayNotification($"~o~Scene Manager\n~w~All paths deleted.");
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MainMenu.BuildMainMenu();
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MainMenu.Build();
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}
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internal static void ImportPaths()
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{
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ImportedPaths.Clear();
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// Check if Saved Paths directory exists
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var GAME_DIRECTORY = Directory.GetCurrentDirectory();
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var SAVED_PATHS_DIRECTORY = GAME_DIRECTORY + "\\plugins\\SceneManager\\Saved Paths\\";
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if (!Directory.Exists(SAVED_PATHS_DIRECTORY))
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{
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Game.LogTrivial($"Directory '\\plugins\\SceneManager\\Saved Paths' does not exist. No paths available to import.");
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return;
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}
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// Check if any XML files are available to import from Saved Paths
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var savedPathNames = Directory.GetFiles(SAVED_PATHS_DIRECTORY, "*.xml");
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if (savedPathNames.Length == 0)
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{
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Game.LogTrivial($"No saved paths found.");
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return;
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}
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else
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{
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Game.LogTrivial($"{savedPathNames.Length} path(s) available to import.");
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}
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// Import paths
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foreach (string pathName in savedPathNames)
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{
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var fileName = Path.GetFileNameWithoutExtension(pathName);
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Game.LogTrivial($"File: {fileName}");
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var overrides = DefineOverridesForCombinedPath();
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var paths = Serializer.LoadItemFromXML<List<Paths.Path>>(SAVED_PATHS_DIRECTORY + Path.GetFileName(pathName), overrides);
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ImportedPaths.Add(fileName, paths);
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}
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Game.LogTrivial($"Successfully imported {ImportedPaths.Count} file(s).");
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}
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private static XmlAttributeOverrides DefineOverridesForCombinedPath()
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{
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XmlAttributeOverrides overrides = new XmlAttributeOverrides();
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XmlAttributes attr = new XmlAttributes();
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attr.XmlRoot = new XmlRootAttribute("Paths");
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overrides.Add(typeof(List<Paths.Path>), attr);
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return overrides;
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}
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}
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}
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